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Magors Lesezauber

Magors Lesezauber Rulebook

Table of Contents

Table of Contents

  • Before the First Game
  • Contents
  • Setup
  • Goal of the Game
  • Control Bar
  • Game Flow
    • Gameplay for 2 to 4 Players
    • Gameplay for One Player
    • End of the Game
  • Sounding Out Instead of Spelling
  • Game 1
  • Game 2
  • Game 3

Before the First Game

Note for parents.

The game "Magors Lesezauber" works only with the original Ravensburger tiptoi pen. The pen leads through the game and explains at every step exactly what to do next.

Before the first game, load the matching audio file for "Magors Lesezauber" onto the pen.

A detailed guide to loading an audio file onto the pen is included with the tiptoi pen. Below is the short version:

To load an audio file onto the pen you need the program "tiptoi® Manager". Connect the tiptoi pen to your computer with the connecting cable. A folder called "tiptoi" then appears under Computer (or My Computer) or directly on your desktop (if you use Mac OS X). The installation files for the "tiptoi® Manager" are in this folder.

If you have not already done so, install the "tiptoi® Manager" on your computer. Then start the "tiptoi® Manager". In it, load the audio file for "Magors Lesezauber" onto your tiptoi pen via the menu item "Products".

Contents

  • 1 magic cabinet, consisting of a middle section and two side sections
  • 4 player tiles
  • 1 magic book with a letter-sound table (Anlauttabelle)
  • 1 wizard figure with a stand
  • 1 discard board
  • 9 magic task cards
  • 37 letter tiles

Setup illustration (page 3 of the rulebook): the numbered components are 4 the wizard figure, 5 the discard board with the raven, 6 the task cards and 7 the letter tiles.

Setup

Before the first game, carefully punch the tiles out of the punch-out sheet. Insert the wizard figure into its stand.

  • Each player chooses a player tile and places it in front of them.
  • Place the magic cabinet and the magic book in the middle of the table.
  • Place the magic task cards on the discard board with the raven.
  • To play alone, place three cards on it.
  • To play as two, place seven cards on it.
  • If you are more than two players, place all nine cards on it.
  • Keep the letter tiles in the lid of the box.
  • Place the wizard on the yellow start space above the cauldron.

Now switch on the tiptoi pen. To do so, press the power button until the magical start sound is heard.

Goal of the Game

You want to help the clumsy wizard with as many tasks as possible, so that he can win the magic contest. When you have solved a magic task, you may keep the task card.

The goal of the game is to collect as many task cards as possible by the end.

Control Bar

Use the control bar at the bottom of the game board to control the most important game functions:

  • Sign in (power symbol): tap the sign-in symbol with the tiptoi pen to start the product.
  • Discover (eye symbol): want to look around first? Then tap the Discover symbol. You can now explore which objects are in the magic cabinet, what is written in the magic book, and which letters are on the tiles. If something interests you, simply tap it and the tiptoi pen will tell you what it is.
  • Info (orange "i" symbol): the Info symbol gives you tips and hints, and briefly and clearly explains the game rules. If you want, you can have the rules explained to you via the Info symbol. If questions still come up, you can look them up in this printed rulebook.
  • Skip (double-arrow symbol): you can tap the Skip symbol at any time to skip the pen's explanations.
  • Repeat (circular-arrow symbol): you can tap the Repeat symbol at any time to hear again what the pen last said.
  • Play (dot symbols): you are ready to support Magor with his magic tasks? Then choose the matching game:
    • Game 1 (from age 5): you work with magic involving rhymes, sounds and letters.
    • Game 2 (from about age 6): you must listen carefully and conjure words from letters.
    • Game 3 (from about age 7): there are magic tasks in which you practise reading and combining.

Game Flow

At the start, decide whether to play Game 1, 2 or 3, depending on how well you can already do magic. (A detailed description of the games is on the last page.)

Build the game board to match the chosen game, as described on the last page.

The tiptoi pen now needs to know who is playing. It asks you to tap your player tiles first.

Listen carefully and follow the instructions. To hear the whole instructions for the game, tap the Info symbol.

Gameplay for 2 to 4 Players

To help the wizard with a task, you must catch the cheeky little raven. He has fun stealing the wizard's tasks. He grabs the tasks, and with the task cards in his beak he flies so magically fast around the magic cauldron that you can no longer see him! He is invisible! Has he put on the wizard's invisibility cloak? Help the wizard in the chase!

The tiptoi pen tells you which player begins.

In turn, try to find the space around the cauldron where the raven is hiding:

  • Move the wizard figure one, two or three spaces in any direction.
  • Then tap the small star next to the space on which the wizard has landed with the tiptoi pen. This lets you check whether you have caught the invisible raven.

If the raven is not hiding on this space, you only hear his cawing. The cawing tells you how far away the raven is.

  • Do you hear a quiet cawing? Then the raven is not nearby.
  • Do you hear a loud cawing? Then the raven cannot be far away.

Each player has one attempt. Then the next player clockwise takes a turn.

Have you found the raven? (The pen tells you.) Then you can try to solve the task he stole: tap the top task card on the discard board. The pen explains the task to you.

  • If you can master it, you may keep the card.
  • If you do not manage it this time, place the card in the lower part of the box. This card is out of the game.

The next player takes a turn.

Note: Sometimes the cheeky raven can fly away again straight away. Then he flies to another player, who may solve the next magic task.

Gameplay for One Player

You were clever and found the raven's hiding place. Now try to take a stolen task card back from him. To do this, tap the top card. The tiptoi pen explains the task to you.

  • If you can master it, you may keep the card.
  • If it does not work out, the card is out of the game. Place it in the lower part of the box.

Try your luck with the next task and tap the top card again.

End of the Game

  • If you play alone, the game ends after three tasks.
  • If you play as two, there are seven tasks for you.
  • With more than two players, the game ends after nine tasks.

When you have done the tasks, the tiptoi pen tells you how well you helped Magor. Whoever was able to solve the most tasks helped him best. How will he do in the magic contest?

Sounding Out Instead of Spelling

For learning to read and write, it is important that a child first understands which sound a letter stands for. The letter "M" is therefore spoken as "mmm…", not as "em".

The letter tiles show capital letters on one side and small letters on the other side.

Depending on the children's level of ability, you can first play with only the capital letters, and later with both capital and small letters.

Game 1

For apprentice wizards aged 5 and up.

For these tasks, take only the middle section of the magic cabinet from the cabinet. The two cabinet doors (side sections) are made to vanish. (But do it in such a way that you can conjure them back later.) You can then help Magor with his first three tasks:

  • He must find the matching rhymes for his magic spells.
  • For the magic contest he must know which sounds his magic things begin with.
  • He wants to find things in his cabinet that begin with the same sounds as the things in his book.

Game 2

For wizard journeymen aged 6 and up who already know the letters.

For these tasks you need the middle section of the magic cabinet and also the left cabinet door with the magic bottles. Magor has received three new tasks. He must also practise these for the magic contest:

  • The wizard should conjure whole words from letters.
  • He wants to brew a magic potion, but only ingredients with certain sounds may go into it.
  • He must find out what is inside his magic bottles.

Game 3

For wizard professionals aged 7 and up who can already read a little.

For these tasks you need the magic cabinet with both cabinet doors attached. Magor has again received three new tasks, in which you can help:

  • He should put the right magic things into his drawers, and he must know what is written on them.
  • He must find the two words on the drawers that appear in his magic spell.
  • The wizard has forgotten which of his friends wanted to come to visit. Can you help him combine the clues that he has written on the back of the magic book?